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This project looks interesting. Any tips on getting started?

Open andybak opened this issue 3 years ago • 2 comments

I've figured out I need to "MeshBehaviour" to a gameobject and then add mesh providers. But I'm a bit stumped at this point. Can you provide a very simple working test scene to give me an idea of how to start experimenting?

andybak avatar Jun 04 '22 11:06 andybak

@andybak Thank you for visiting my weekend project! 😎

This product requires a bit of time (and lots of internal cleanup) before having a proper release, so I'll provide some hints:

  • This Unity tool is for creating Mesh assets, UV mapped, from Unity Editor. Good for Your First VR Home World From Scratch If I Don't Know How To Use Blender.
  • The core idea is building a mesh by sweeping a path along another path. That's what MatrixMeshProvider and PillarMeshProvider are.
  • A path is a list of vertices, provided from VertexProvider or other PathProviders.
  • And very procedural (currently not in samples, sorry for inconvenience).

And as a bonus, I've just fixed the Right click Hierarchy -> MeshWeaver -> Primitives -> Stairs in the last commit.

Some fun things to try:

  • Create a primitive Cube and change VertexProvider positions in Path X.
  • ...or throw in more child VertexProviders to create a nicer pillar.
  • Create a primitive Sphere and change Steps in paths X and Y (they are procedural paths).
  • Create a primitive Stairs, find the Path Repeat Provider, and change the Count.
  • Swap the material into your favorite texture. See how the sides of Stairs has different UV channels.

kaikoga avatar Jun 06 '22 12:06 kaikoga

Ah! Thanks loads. That will really help. I'm working on my own procedural mesh library: https://github.com/IxxyXR/polyhydra-core

I'm also a developer on Open Brush so we have a shared in interest in VR. Your project might even be useful for integrating into that. I'm really interested in adding more world generation tools to Tilt Brush/Open Brush.

andybak avatar Jun 06 '22 13:06 andybak